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==Themed Armies== Orcs & Goblins offer Fluffbunnies (like me) great ways for themed armies. They have probably the biggest roster and many units fulfill similar roles. So instead of a large Waaagh! which draws from all greenskins, you can limit yourself and only pick matching units like: *'''Wild Ones''': Savage Orcs and Forest Goblins, with everything they bring to the table. Savage Boar Boys, Forest Goblin Spider Riders, Arachnarok Spider, Snotlings, nothing mechanical! Thematically superb, you'll get moral victory just for fielding such a great army. You don't have chaff infantery, lack in ranged weapons and generally cannot take lots of punches, but you have lots of frenzied attacks and are pretty fast. So get into close combat and start moshing! *'''Night Goblins''': The second army with lots of character. Night Goblins, everything with Squigs in it, Trolls, Snotlings. Skarsnik is an obvious choice to lead your army, as he is both powerful in the magic and close combat phase and your only chance for a LD8 character. Your only core choice is Night Goblins, so a horde of them is pretty much mandatory. But it's OK, a hundred of them only cost 300pts! Always get Netters for the units with spears, every fanatic you can, some heroes don't hurt. Squig herds can bring the pain (remember squig bombs as a viable tactic), so do Squig hoppers with Hero on Great Cave Squig. Your most important unit is the Mangler Squig, don't leave your cave without two of them. Trolls fit thematically (also live in caves) and snotlings are everywhere. And where there are Snotlings, they're going to build a Pumpwagon. Forgeworld introduced the Squig Gobba, which you can of course field. If you don't have/like the rules, just count it as a Night Goblin themed Doom Diver, the rules fit pretty well (and the Doom Diver is excellent, so that one doesn't hurt. You.). This army is lots of fun, because it's so unreliable. Your Night Goblins are subject to animosity and they can be easily panicked, trolls have stupidity and virtually no leadership, all the while your hardest hitters have random movement and can have some fatal mishaps. Lots of things to go wrong and ruin your carefully crafted battle plan. But it's also surprisingly resilient, lots of your units don't care about their (exceptionally low) leadership and you can dish out a high number of high strength attacks which are either Armour Piercing or don't allow Armour Saves alltogether! Beware of shooty armies though, as they will easily pick out your Mangler Squigs and other hard-hitting units from afar and leave you with only your Night Goblins. More melee focussed opponents, especially Warriors of Chaos, however will quickly stop laughing once the first fanatic hits his Chaos Warriors and your Mangler Squig eats his Knights for breakfast. *'''Orc tribe / Goblin tribe''': Just regular Orcs and Black Orcs or just regular Goblins and all their respective units. Snotlings go anywhere, Giant fits both, Trolls are also pretty much fine. Not as much fun as the other fluffarmies but still themed. These armies are still functioning pretty much all-round, but you lack some of the hardest hitters. Orcs & Goblins already are a challenging army to field (competitively, at least) and by restricting yourself in the army composition you make it even worse. If you want to have a fun game where anything can happen (really, anything!), you might enjoy this. And this is an excellent area for you and your gaming group to have some custom rules as well!
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